<h2>Concrete Class:</h2>
<h1>Scene</h1>
<h3>
    Contains everything that defines a complete scene.</h3>
<h3>Parent: Entity</h3><br />
<h3>Property:</h3>
<h2>ClassName</h2>
<p>
    The class name of this Entity.
    A string with the friendly-formatted type name of this object.
</p><br />
<h3>Property:</h3>
<h2>Location</h2>
<p>
    The specified location of this scene on the planet view
    A Vector showing the location of this scene on the planet view.
</p><br />
<h3>Read-Only Property:</h3>
<h2>Dimensions</h2>
<p>
    The total dimensions (width and height) of the scene, in pixels.
    A Vector describing the scene dimensions.
</p><br />
<h3>Read-Only Property:</h3>
<h2>Width</h2>
<p>
    The total width of the scene, in pixels.
    An int describing the scene width.
</p><br />
<h3>Read-Only Property:</h3>
<h2>Height</h2>
<p>
    The total height of the scene, in pixels.
    An int describing the scene width.
</p><br />
<h3>Read-Only Property:</h3>
<h2>WrapsX</h2>
<p>
    Indicates whether the scene wraps its scrolling around the X axis.
    Whether the scene wraps around the X axis or not.
</p><br />
<h3>Read-Only Property:</h3>
<h2>WrapsY</h2>
<p>
    Indicates whether the scene wraps its scrolling around the Y axis.
    Whether the scene wraps around the Y axis or not.
</p><br />
<h3>Property:</h3>
<h2>TeamOwnership</h2>
<p>
    Shows which team owns this Scene in a Metagame, if any
    The team that owns this site in a Metagame, if any
</p><br />
<h3>Function:</h3>
<h2>GetBuildBudget</h2>
<p>
    Shows how much gold this Scene is budgeted to be built for this round.</p>
<p><strong>Arguments:</strong><br />
    Which player's set budget to show.</p>
<p><strong>Return value:</strong><br />
    The budget in oz that this is allocated to have built for this round.<br />
</p><br />
<h3>Function:</h3>
<h2>SetBuildBudget</h2>
<p>
    Sets how much gold this Scene is budgeted to be built for this round.</p>
<p><strong>Arguments:</strong><br />
    The player whom is setting the budget.<br />
    The budget in oz that this is allocated to have built for this round.</p>
<p><strong>Return value:</strong><br />
    None.<br />
</p><br />
<h3>Function:</h3>
<h2>IsScanScheduled</h2>
<p>
    Tells whether a specific team has scheduled an orbital Scan of this.</p>
<p><strong>Arguments:</strong><br />
    The team to check for.</p>
<p><strong>Return value:</strong><br />
    Whether the scan has been scheduled and paid for.<br />
</p><br />
<h3>Function:</h3>
<h2>SetScheduledScan</h2>
<p>
    Sets this to be orbitally scanned by a specific team on next load.</p>
<p><strong>Arguments:</strong><br />
    The team to schedule the scan for.<br />
    Whether to actually schedule the scan or clear it.</p>
<p><strong>Return value:</strong><br />
    None.<br />
</p><br />
<h3>Function:</h3>
<h2>ClearPlacedObjectSet</h2>
<p>
    Removes all entries in a specific set of placed Objects.</p>
<p><strong>Arguments:</strong><br />
    Which set of placed objects to clear. See the PlacedObjectSets enum.</p>
<p><strong>Return value:</strong><br />
    How many things were removed in teh process of clearing that set.<br />
</p><br />
<h3>Function:</h3>
<h2>PlaceResidentBrain</h2>
<p>
    Places the individual brain of a single player which may be stationed on this Scene, and registers them as such in
    an Activity.</p>
<p><strong>Arguments:</strong><br />
    The player's brain to place.<br />
    The Activity to register the placed brains with.. OINT!</p>
<p><strong>Return value:</strong><br />
    If the brain was successfully found as resident and placed.<br />
</p><br />
<h3>Function:</h3>
<h2>PlaceResidentBrains</h2>
<p>
    Places the individual brains of the various players which may be stationed on this Scene, and registers them as such
    in an Activity.</p>
<p><strong>Arguments:</strong><br />
    The Activity to register the placed brains with.. OINT!</p>
<p><strong>Return value:</strong><br />
    How many brains were finally placed.<br />
</p><br />
<h3>Function:</h3>
<h2>RetrieveResidentBrains</h2>
<p>
    Looks at the Activity and its players' registered brain Actors, and saves them as resident brains for this Scene.
    Done when a fight is over and the survivors remain!</p>
<p><strong>Arguments:</strong><br />
    The Activity to check for registered brains.. OINT!</p>
<p><strong>Return value:</strong><br />
    How many brains were found registered with the passed in Activity.<br />
</p><br />
<h3>Function:</h3>
<h2>GetResidentBrain</h2>
<p>
    Gets the resident brain Actor of a specific player from this scene, if there is any. OINT!</p>
<p><strong>Arguments:</strong><br />
    Which player to get the resident brain of.</p>
<p><strong>Return value:</strong><br />
    The SO containing the brain, or 0 if there aren't any of that player.<br />
</p><br />
<h3>Function:</h3>
<h2>SetResidentBrain</h2>
<p>
    Sets the resident brain Actor of a specific player from this scene, if there is any. Ownership IS transferred!</p>
<p><strong>Arguments:</strong><br />
    Which player to set the resident brain of.<br />
    The Actor to set as the resident brain of the specified player.</p>
<p><strong>Return value:</strong><br />
    None.<br />
</p><br />
<h3>Function:</h3>
<h2>SetArea</h2>
<p>
    Adds one or modifies an existing area of this Scene.</p>
<p><strong>Arguments:</strong><br />
    The area to add or modify of the same name in this Scene. Ownership is<br />
    NOT transferred!</p>
<p><strong>Return value:</strong><br />
    Whether the specified area was previously defined in this scene.<br />
</p><br />
<h3>Function:</h3>
<h2>HasArea</h2>
<p>
    Checks for the existence of a specific Area identified by a name.
    This won't throw any errors to the console if the Area isn't found.</p>
<p><strong>Arguments:</strong><br />
    The name of the Area to try to find in this Scene.</p>
<p><strong>Return value:</strong><br />
    Whether the specified area is defined in this Scene.<br />
</p><br />
<h3>Function:</h3>
<h2>GetArea</h2>
<p>
    Gets a specific Area identified by a name. Ownership is NOT transferred!</p>
<p><strong>Arguments:</strong><br />
    The name of the Area to try to get.</p>
<p><strong>Return value:</strong><br />
    A pointer to the Area asked for. 0 if no Area of that name was found.<br />
</p><br />
<h3>Function:</h3>
<h2>WithinArea</h2>
<p>
    Checks if a point is within a specific named Area of this Scene. If no Area of the name is found, this just returns
    false without error.</p>
<p><strong>Arguments:</strong><br />
    The name of the Area to try to check against.<br />
    The point to see if it's within the specified Area.</p>
<p><strong>Return value:</strong><br />
    Whether any Area of that name was found, AND the point falls within it.<br />
</p><br />
<h3>Property:</h3>
<h2>GlobalAcc</h2>
<p>
    The global acceleration (in m/s^2) that is applied to all movable objects' velocities during every frame. Typically
    models gravity.
    A Vector describing the global acceleration.
</p><br />
<h3>Property:</h3>
<h2>GlocalAcc</h2>
<p>
    The global acceleration (in m/s^2) that is applied to all movable objects' velocities during every frame. Typically
    models gravity.
    A Vector describing the global acceleration.
</p><br />
<h3>Function:</h3>
<h2>ResetPathFinding</h2>
<p>
    Recalculates all of the pathfinding data. This is very expensive, so do very rarely!</p>
<p><strong>Arguments:</strong><br />
    None.</p>
<p><strong>Return value:</strong><br />
    None.<br />
</p><br />
<h3>Function:</h3>
<h2>UpdatePathFinding</h2>
<p>
    Recalculates only the areas of the pathfinding data that have been marked as outdated.</p>
<p><strong>Arguments:</strong><br />
    None.</p>
<p><strong>Return value:</strong><br />
    None.<br />
</p><br />
<h3>Function:</h3>
<h2>PathFindingUpdated</h2>
<p>
    Tells whether the pathfinding data has been updated in the last frame.</p>
<p><strong>Arguments:</strong><br />
    None.</p>
<p><strong>Return value:</strong><br />
    Whether the pathfinding data was recalculated fully or partially.<br />
</p><br />
<h3>Function:</h3>
<h2>CalculatePath</h2>
<p>
    Calculates the least difficult path between two points on the current scene. Takes both distance and materials into
    account.
    A list of waypoints can be retrived from Scene.ScenePath.
    For exposing CalculatePath to Lua.</p>
<p><strong>Arguments:</strong><br />
    Start and end positions on the scene to find the path between.<br />
    If the path should be moved to the ground or not.<br />
    The maximum material strength any actor traveling along the paht can dig through.</p>
<p><strong>Return value:</strong><br />
    The number of waypoints from start to goal, or -1 if no path.<br />
</p><br />
<h3>Read-Only Property:</h3>
<h2>ScenePathSize</h2>
<p>
    Gets how many waypoints there are in the ScenePath currently
    The number of waypoints in the ScenePath.
</p><h3>Enum:</h3>
<h2>PlacedObjectSets</h2>
<p>
PLACEONLOAD
BLUEPRINT
AIPLAN
PLACEDSETSCOUNT
</p>
